#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.01.26 - Bug Fixed: Duplication of stat growth rates per enemy.# 2012.01.24 - Added <hide level> notetag for enemies.# - Option to change Party Level function in Action Conditions to# enemy level requirements.# 2011.12.30 - Started Script and Finished.# #==============================================================================# ▼ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# RPG's with enemies that level up with the party enforces the player to stay# on their toes the whole time. This is both a good and bad thing as it can# cause the player to stay alert, but can also cause the player to meet some# roadblocks. This script will not only provide enemies the ability to level up# but also allow the script's user to go around these roadblocks using various# tags to limit or slow down the rate of growth across all enemies.# #==============================================================================# ▼ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.# # -----------------------------------------------------------------------------# Skill Notetags - These notetags go in the skill notebox in the database.# -----------------------------------------------------------------------------# <enemy level: +x># <enemy level: -x># This causes the enemy to raise or drop x levels depending on the tag used.# The new level will readjust the enemy's stats (including HP and MP).# # <enemy level reset># This resets the enemy's level back to the typical range it should be plus or# minus any level fluctuations it was given. This occurs before enemy level +# and enemy level - tags.# # -----------------------------------------------------------------------------# Enemy Notetags - These notetags go in the enemies notebox in the database.# -----------------------------------------------------------------------------# <hide level># This notetag will hide the level of the enemy. If YEA - Enemy Target Info is# installed, the level will be revealed upon a parameter scan.# # <min level: x> # <max level: x># This will adjust the minimum and maximum levels for the enemy. By default,# the minimum level is 1 and the maximum level is whatever is set in the module# as MAX_LEVEL.# # <set level: x># This will set the enemy's level to exactly x. It a sense, this is just the# usage of both the min and max level tags together as the same value.# # <level type: x># Choosing a value from 0 to 4, you can adjust the different leveling rulesets# for the enemy. See the list below.# Type 0 - Lowest level of all actors that have joined.# Type 1 - Lowest level in the battle party.# Type 2 - Average level of the battle party.# Type 3 - Highest level of the battle party.# Type 4 - Highest level of all actors that have joined.# # <level random: x># This will give the level a random flunctuation in either direction. Set this# value to 0 if you don't wish to use it. Adjust RANDOM_FLUCTUATION inside the# module to change the default fluctuation value.# # <stat: +x per level># <stat: -x per level># <stat: +x% per level># <stat: -x% per level># This will raise or lower the stat by x or x% per level (depending on the tag# used). This will override the default growth settings found inside the module# hash called DEFAULT_GROWTH. You may replace stat with:# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, GOLD, EXP# #==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.# #==============================================================================

module YEA module ENEMY_LEVEL

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Level Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the general level setup for your enemies from the # way levels appear in the game to the default maximum level for enemies, # to the way their levels are calculated by default, and the random level # fluctuation they have. If you want enemies to have different settings, # use notetags to change the respective setting. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This is how the level text will appear whenever enemy levels are shown. LEVEL_TEXT = "LV%s %s"

# The following hash will adjust each of the formulas for each base stat. # Adjust them as you see fit but only if you know what you're doing. # base - The base stat from the enemy database. # per - Growth rate which has not been yet converted to a percent. # set - Set growth rate. Modified # Default: "base * (1.00 + (level-1) * per) + (set * (level-1))" STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))"

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Party Level to Enemy Level Action Conditions - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Setting the below to true will cause the Party Level requirement under # Action Conditions in the Action Patterns list to become an Enemy Level # requirement. The enemy must be at least the level or else it cannot use # the listed action. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PARTY_LEVEL_TO_ENEMY_LEVEL = true

end # ENEMY_LEVELend # YEA

#==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================

#-------------------------------------------------------------------------- # new method: load_notetags_elv #-------------------------------------------------------------------------- def self.load_notetags_elv groups = [$data_enemies, $data_skills, $data_items] for group in groups for obj in group next if obj.nil? obj.load_notetags_elv end end end